I think glDeleteTextures does the trick:

Quote Originally Posted by First page I found about it from google
glDeleteTextures deletes n textures named by the elements of the array textures. After a texture is deleted, it has no contents or dimensionality, and its name is free for reuse (for example by glGenTextures). If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture).
Your array would contain IDs from glGenTextures for each texture to squish.